#version 450

layout(location = 1) in vec2 in_texcoord;

layout(set = 0, binding = 2) uniform sampler2D u_texture0;
layout(set = 0, binding = 3) uniform sampler2D u_texture1;

layout(location = 0) out vec4 fragColor;

void main()
{
    // 纹理采样后插值
    fragColor = mix(texture(u_texture0, in_texcoord), texture(u_texture1, in_texcoord), 0.4);
}